diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
index de4fbd08a..4e038aad9 100644
--- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
@@ -132,6 +132,88 @@ namespace Spine.Unity {
for (int i = 0, n = skeleton.slots.Count; i < n; i++)
drawOrder.Add(slotsItems[i]);
}
+
+ /// Resets the color of a slot to Setup Pose value.
+ public static void SetColorToSetupPose (this Slot slot) {
+ slot.r = slot.data.r;
+ slot.g = slot.data.g;
+ slot.b = slot.data.b;
+ slot.a = slot.data.a;
+ }
+
+ /// Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.
+ public static void SetAttachmentToSetupPose (this Slot slot) {
+ var slotData = slot.data;
+ slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
+ }
+
+ /// Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.
+ public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
+ var slot = skeleton.slots.Items[slotIndex];
+ var attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
+ slot.Attachment = attachment;
+ }
+
+ /// Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.
+ public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
+ var timelinesItems = animation.timelines.Items;
+ for (int i = 0, n = timelinesItems.Length; i < n; i++)
+ timelinesItems[i].SetToSetupPose(skeleton);
+ }
+
+ // For each timeline type.
+ // Timelines know how to apply themselves based on skeleton data; They should know how to reset the skeleton back to skeleton data?
+ public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
+ if (timeline != null) {
+ // sorted according to assumed likelihood here
+
+ // Bone stuff
+ if (timeline is RotateTimeline) {
+ var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
+ bone.rotation = bone.data.rotation;
+ } else if (timeline is TranslateTimeline) {
+ var bone = skeleton.bones.Items[((TranslateTimeline)timeline).boneIndex];
+ bone.x = bone.data.x;
+ bone.y = bone.data.y;
+ } else if (timeline is ScaleTimeline) {
+ var bone = skeleton.bones.Items[((ScaleTimeline)timeline).boneIndex];
+ bone.scaleX = bone.data.scaleX;
+ bone.scaleY = bone.data.scaleY;
+
+
+ // Attachment stuff. How do you reset FFD?
+ } else if (timeline is FFDTimeline) {
+ var slot = skeleton.slots.Items[((FFDTimeline)timeline).slotIndex];
+ slot.attachmentVerticesCount = 0; // This causes (Weighted)MeshAttachment.ComputeWorldVertices to use its internal(stateless) vertex array.
+ //slot.attachmentTime = bone.skeleton.time; // Currently inconsequential. (Spine 3.1)
+
+ // Slot stuff. This is heavy to do every frame. Maybe not do it?
+ } else if (timeline is AttachmentTimeline) {
+ skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
+
+ } else if (timeline is ColorTimeline) {
+ skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
+
+
+ // Constraint Stuff
+ } else if (timeline is IkConstraintTimeline) {
+ var ikTimeline = (IkConstraintTimeline)timeline;
+ var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
+ var data = ik.data;
+ ik.bendDirection = data.bendDirection;
+ ik.mix = data.mix;
+
+ // Skeleton stuff. Skeleton.SetDrawOrderToSetupPose. This is heavy to do every frame. Maybe not do it?
+ } else if (timeline is DrawOrderTimeline) {
+ skeleton.SetDrawOrderToSetupPose();
+
+
+ }
+
+ }
+
+
+ }
#endregion
}
}